New shader translator implementation (#654)
* Start implementing a new shader translator * Fix shift instructions and a typo * Small refactoring on StructuredProgram, move RemovePhis method to a separate class * Initial geometry shader support * Implement TLD4 * Fix -- There's no negation on FMUL32I * Add constant folding and algebraic simplification optimizations, nits * Some leftovers from constant folding * Avoid cast for constant assignments * Add a branch elimination pass, and misc small fixes * Remove redundant branches, add expression propagation and other improvements on the code * Small leftovers -- add missing break and continue, remove unused properties, other improvements * Add null check to handle empty block cases on block visitor * Add HADD2 and HMUL2 half float shader instructions * Optimize pack/unpack sequences, some fixes related to half float instructions * Add TXQ, TLD, TLDS and TLD4S shader texture instructions, and some support for bindless textures, some refactoring on codegen * Fix copy paste mistake that caused RZ to be ignored on the AST instruction * Add workaround for conditional exit, and fix half float instruction with constant buffer * Add missing 0.0 source for TLDS.LZ variants * Simplify the switch for TLDS.LZ * Texture instructions related fixes * Implement the HFMA instruction, and some misc. fixes * Enable constant folding on UnpackHalf2x16 instructions * Refactor HFMA to use OpCode* for opcode decoding rather than on the helper methods * Remove the old shader translator * Remove ShaderDeclInfo and other unused things * Add dual vertex shader support * Add ShaderConfig, used to pass shader type and maximum cbuffer size * Move and rename some instruction enums * Move texture instructions into a separate file * Move operand GetExpression and locals management to OperandManager * Optimize opcode decoding using a simple list and binary search * Add missing condition for do-while on goto elimination * Misc. fixes on texture instructions * Simplify TLDS switch * Address PR feedback, and a nit
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using System;
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namespace Ryujinx.Graphics.Shader.IntermediateRepresentation
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{
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[Flags]
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enum Instruction
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{
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Absolute = 1,
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Add,
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BitfieldExtractS32,
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BitfieldExtractU32,
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BitfieldInsert,
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BitfieldReverse,
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BitwiseAnd,
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BitwiseExclusiveOr,
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BitwiseNot,
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BitwiseOr,
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Branch,
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BranchIfFalse,
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BranchIfTrue,
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Ceiling,
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Clamp,
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ClampU32,
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CompareEqual,
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CompareGreater,
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CompareGreaterOrEqual,
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CompareGreaterOrEqualU32,
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CompareGreaterU32,
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CompareLess,
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CompareLessOrEqual,
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CompareLessOrEqualU32,
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CompareLessU32,
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CompareNotEqual,
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ConditionalSelect,
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ConvertFPToS32,
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ConvertS32ToFP,
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ConvertU32ToFP,
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Copy,
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Cosine,
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Discard,
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Divide,
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EmitVertex,
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EndPrimitive,
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ExponentB2,
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Floor,
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FusedMultiplyAdd,
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IsNan,
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LoadConstant,
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LoadGlobal,
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LoadLocal,
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LogarithmB2,
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LogicalAnd,
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LogicalExclusiveOr,
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LogicalNot,
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LogicalOr,
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LoopBreak,
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LoopContinue,
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MarkLabel,
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Maximum,
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MaximumU32,
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Minimum,
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MinimumU32,
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Multiply,
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Negate,
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PackDouble2x32,
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PackHalf2x16,
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ReciprocalSquareRoot,
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Return,
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ShiftLeft,
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ShiftRightS32,
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ShiftRightU32,
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Sine,
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SquareRoot,
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StoreGlobal,
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StoreLocal,
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Subtract,
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TextureSample,
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TextureSize,
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Truncate,
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UnpackDouble2x32,
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UnpackHalf2x16,
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Count,
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FP = 1 << 16,
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Mask = 0xffff
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}
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}
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